L L4D2node

CAI_Expresser::SetOuter

0x005d1060 · 124 bytes · __thiscall

_ZN13CAI_Expresser8SetOuterEP9CBaseFlex

Decompiled

undefined (2 params)

/* CAI_Expresser::SetOuter(CBaseFlex*) */

void __thiscall CAI_Expresser::SetOuter(CAI_Expresser *this,CBaseFlex *param_1)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x40);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (pCVar2 = *(CBaseEntity **)(puVar4 + 4), pCVar2 != (CBaseEntity *)0x0)) {
    if (param_1 == (CBaseFlex *)pCVar2) goto LAB_005d109c;
    CResponseQueue::RemoveExpresserHost((CResponseQueue *)g_ResponseQueueManager._12_4_,pCVar2);
  }
  if (param_1 == (CBaseFlex *)0x0) {
    *(undefined4 *)(this + 0x40) = 0xffffffff;
    return;
  }
LAB_005d109c:
  puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(undefined4 *)(this + 0x40) = *puVar3;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)